#ifdef REGISTER_WEAPON REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer"); #else #ifdef SVQC .float minelayer_detonate; .float mine_number, mine_time; void spawnfunc_weapon_minelayer (void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } void W_Mine_Unregister() { if(self.owner && self.owner.lastmine == self) self.owner.lastmine = world; } void W_Mine_Explode () { W_Mine_Unregister(); if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(IsFlying(other)) AnnounceTo(self.owner, "airshot"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other); if (self.owner.weapon == WEP_MINE_LAYER) { if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo")) { self.owner.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self.owner) = time; self.owner.switchweapon = w_getbestweapon(self.owner); } } remove (self); } void W_Mine_DoRemoteExplode () { W_Mine_Unregister(); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world); if (self.owner.weapon == WEP_MINE_LAYER) { if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo")) { self.owner.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self.owner) = time; self.owner.switchweapon = w_getbestweapon(self.owner); } } remove (self); } void W_Mine_RemoteExplode() { if(self.owner.deadflag == DEAD_NO) if(self.owner.lastmine) { if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device ) { W_Mine_DoRemoteExplode(); } } } void W_Mine_Think (void) { self.nextthink = time; if (time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Mine_Explode (); return; } // detect players who are close the mine and explode if the player should detonate it entity head; head = findradius(self.origin, cvar("g_balance_minelayer_detectionradius")); while(head) { if(head.classname == "player" && head.deadflag == DEAD_NO) if(head != self.owner) if(IsDifferentTeam(head, self.owner)) // don't detonate for team mates if(!self.mine_time) { spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + cvar("g_balance_minelayer_time"); } head = head.chain; } // explode if it's time if(self.mine_time && time >= self.mine_time) { self.mine_time = 0; W_Mine_Explode(); } // remote detonation if (self.owner.weapon == WEP_MINE_LAYER) if (self.owner.deadflag == DEAD_NO) if (self.minelayer_detonate) W_Mine_RemoteExplode(); if(self.csqcprojectile_clientanimate == 0) UpdateCSQCProjectile(self); } void W_Mine_Touch (void) { PROJECTILE_TOUCH; spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); self.movetype = MOVETYPE_NONE; // lock the mine in place // TODO: make sure this doesn't cause the mine to get stuck in the air if it falls over a moving entity } void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if (self.health <= 0) return; self.health = self.health - damage; self.angles = vectoangles(self.velocity); if (self.health <= 0) W_PrepareExplosionByDamage(attacker, W_Mine_Explode); } void W_Mine_Attack (void) { local entity mine; local entity flash; // scan how many mines we placed, and return if we reached our limit if(cvar("g_balance_minelayer_limit")) { entity mine; self.mine_number = 0; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) self.mine_number += 1; if(self.mine_number >= cvar("g_balance_minelayer_limit")) { // the refire delay keeps this message from being spammed sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") ); play2(self, "weapons/unavailable.wav"); return; } } if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo"); W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage")); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); mine.owner = self; self.lastmine = mine; if(cvar("g_balance_minelayer_detonatedelay") >= 0) mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay"); else mine.spawnshieldtime = -1; mine.classname = "mine"; mine.bot_dodge = TRUE; mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous mine.takedamage = DAMAGE_YES; mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale"); mine.health = cvar("g_balance_minelayer_health"); mine.event_damage = W_Mine_Damage; mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0); mine.angles = vectoangles (mine.velocity); mine.touch = W_Mine_Touch; mine.think = W_Mine_Think; mine.nextthink = time; mine.cnt = time + cvar("g_balance_minelayer_lifetime"); mine.flags = FL_PROJECTILE; CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE); // muzzle flash for 1st person view flash = spawn (); setmodel (flash, "models/flash.md3"); // precision set below SUB_SetFade (flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); // common properties } void spawnfunc_weapon_minelayer (void); // defined in t_items.qc float w_minelayer(float req) { entity mine; float minfound; if (req == WR_AIM) { // aim and decide to fire if appropriate self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines local entity mine, targetlist, targ; local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; local float selfdamage, teamdamage, enemydamage; edgedamage = cvar("g_balance_minelayer_edgedamage"); coredamage = cvar("g_balance_minelayer_damage"); edgeradius = cvar("g_balance_minelayer_radius"); recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); mine = find(world, classname, "mine"); while (mine) { if (mine.owner != self) { mine = find(mine, classname, "mine"); continue; } targ = targetlist; while (targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if (targ == self) selfdamage = selfdamage + d; else if (targ.team == self.team && teams_matter) teamdamage = teamdamage + d; else if (bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } mine = find(mine, classname, "mine"); } local float desirabledamage; desirabledamage = enemydamage; if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent"); if (self.team && teamplay != 1) desirabledamage = desirabledamage - teamdamage; mine = find(world, classname, "mine"); while (mine) { if (mine.owner != self) { mine = find(mine, classname, "mine"); continue; } makevectors(mine.v_angle); targ = targetlist; if (skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; while (targ) { if ( (v_forward * normalize(mine.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; targ = targ.chain; } }else{ local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1) if(self.enemy.classname == "player") if(desirabledamage >= 0.1*coredamage) if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) self.BUTTON_ATCK2 = TRUE; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } mine = find(mine, classname, "mine"); } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; if ((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } } else if (req == WR_THINK) { if (self.BUTTON_ATCK) { if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire"))) { W_Mine_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready); } } if (self.BUTTON_ATCK2) { minfound = 0; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) { if(!mine.minelayer_detonate) { mine.minelayer_detonate = TRUE; minfound = 1; } } if(minfound) sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } } else if (req == WR_PRECACHE) { precache_model ("models/flash.md3"); precache_model ("models/weapons/g_minelayer.md3"); precache_model ("models/weapons/v_minelayer.md3"); precache_model ("models/weapons/h_minelayer.iqm"); precache_sound ("weapons/mine_det.wav"); precache_sound ("weapons/mine_fire.wav"); precache_sound ("weapons/mine_stick.wav"); precache_sound ("weapons/mine_trigger.wav"); } else if (req == WR_SETUP) { weapon_setup(WEP_MINE_LAYER); } else if (req == WR_CHECKAMMO1) { // don't switch while placing a mine if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) && self.ammo_rockets < cvar("g_balance_minelayer_ammo")) return FALSE; } else if (req == WR_CHECKAMMO2) return FALSE; return TRUE; }; #endif #ifdef CSQC float w_minelayer(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/mine_exp.wav"); } else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "%s exploded"; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation) w_deathtypestring = "%s got too close to %s's mine"; else if(w_deathtype & HITTYPE_SPLASH) w_deathtypestring = "%s almost dodged %s's mine"; else w_deathtypestring = "%s stepped on %s's mine"; } return TRUE; } #endif #endif